Synopsis

Relationships

Description

Some games include weapons designed to use sound as the destructive element.

Some other explorations of audio, such as the use of Sound Decoys, also have the potential to inflict damage. Yet, contrary to such explorations where sound is used as in a intermediate stage, Sonic Weapons use sound as the actual damaging element.

Examples

Beat Hazard: The output of the cannons is dictated by the intensity of the Music playing, which is customizable. So, Music works as ammunition and, consequently, its selection is relevant.

Dune/Dune2000:

Mortal Kombat: Deception:

Gnilley:

Zekkyo Senshi Sakebrain:

Patapon: Megapons carry massive horns and their (audible) sound waves transform into shapes that inflict much damage in the enemy.